SciELO - Scientific Electronic Library Online

 
vol.25“Si yo fuera joven…”: incremento en el riesgo de deserción de estudiantes universitarios mayoresEnseñanza y aprendizaje remoto de emergencia y las competencias digitales del profesorado índice de autoresíndice de assuntospesquisa de artigos
Home Pagelista alfabética de periódicos  

Serviços Personalizados

Journal

Artigo

Indicadores

Links relacionados

  • Não possue artigos similaresSimilares em SciELO

Compartilhar


Revista electrónica de investigación educativa

versão On-line ISSN 1607-4041

Resumo

ORMAZABAL VALLADARES, Valeska; HERNANDEZ MONTES, Lilian  e  ZUNIGA ARBALTI, Felipe. Game as a Learning Tool in Higher Education. REDIE [online]. 2023, vol.25, e28.  Epub 27-Fev-2024. ISSN 1607-4041.  https://doi.org/10.24320/redie.2023.25.e28.4952.

The aim of this research is to evaluate whether using games improves students’ learning management, as reflected in their grades, and teamwork. Games were also used as a feedback strategy. The sample was made up of 156 Chilean university students, who took part in three game activities (Kahoot!, The Alphabet Game, and a card game). Student perception of the strategy was assessed, and pretests, posttests, and examinations were conducted to determine the impact of these strategies on grades. The results revealed a favorable evaluation of games as an innovative learning and teaching strategy; the pretests and posttests showed an increase in grades after the game activity. In conclusion, games are a learning tool that makes it possible to integrate skills and motivate students in a dynamic and creative manner.

Palavras-chave : learning; game; educational game; higher education.

        · resumo em Espanhol     · texto em Espanhol     · Espanhol ( pdf )